10 hours ago
Sunday, February 18, 2018
Operation Subazurth
My 5e Land of Azurth campaign will continue this afternoon and I'm playing on running the Knockspell version of "Operation Unfathomable"(with a few things borrowed from the Hydra version--now on sale!). This will require a few modifications to fit the campaign and will likely have a few more because, why not?
The set up is this: Viola, the Clockwork Princess of Yanth Country, asks the party to help out Indigon XI, Prince of Troglopolis and curator of the Museum of Eldritch Wonders. It seems his ne'er-do-well adventurer of a third son, Hokus, has stolen a device called the Null Rod and he and a group of mercenaries went into a prohibited underground zone, their to wrest new territory for Troglopolis to settle. This area has been prohibited due to its exceeding high levels of chaotic wild magic.
Hokus and his party appear to have been killed, but the Troglopolitans want the Null Rod returned, and Princess Viola (believing they are too incompetent to hold on to it) wants it brought back to the surface.
The bones (and most of the meat) of Jason's adventure will remain intact, because why change it? But many of the monsters and encounters will get an Azurthian veneer--by which I mean a veneer borrowed from cartoon model sheets, Silver Age comic books, and Oz stories.
Should be fun!
Friday, February 16, 2018
Uncovering Krevborna
Krevborna: A Gothic Blood Opera is a system agnostic setting book released this week by Jack Shear of the Tales of the Grotesque and Dungeonesque blog. The world detailed is the sort of place Jack deals with in much of his rpg writing: an early modern setting with more than a hint of the Gothic.
Full disclosure before I delve into the review proper: I am listed in the credits of the book as I have been a player in Jack's online game (Tobias Rune, Scientific Occultist!), and Jack has done some editing for me on my stuff in the past. We have been blogosphere friends since long before that. My view, then, is perhaps biased.
Krevborna is 109 pages plus an index. In that space it vibrantly evokes a certain type of setting, and gives you locales, NPCs, organizations, and conflicts with which to populate it. It is fashionable in many circles to say setting books should always be short or deliver things very lightly. This is an understandable reaction given the bloat that has afflicted many a "major" rpg company setting book. My opinion is this: A setting book should have exactly as much verbiage as it needs to achieve its goal (and that goal should in part include usability). This will inevitably mean that no setting book is for everybody. some people will want the exotic cultural detail of the Empire of the Petal throne or Glorantha, and some want a setting heavy on new mechanical tidbits, but otherwise interchangeable with any number of faux-Medieval worlds. Having written a couple of setting books myself, I can say that there are always people that think you gave just the right amount of detail and then those who want more. (There are probably also those who think I wrote too much, but they don't send me emails.)
I don't think I'm off base when I say that Jack isn't concerned with you being able to replicate his Krevborna in minute detail; he wants you to be able to create your own Gothic-tinged, dark fantasy setting that may happen to also be named Krevborna. He is light on many details, focusing his time on directly addressing theme, tone, and atmosphere, and how you leverage these things in a fantasy game as a DM. Jack is very good at delivering these elements flavorfully but briefly. Maybe it's his college educator background, but he's able to bullet-point and not be at all dry!
I don't mean to suggest there is no setting detail, because there are plenty of Krevborna-specific information and tools, and plenty of stuff to help players get into the mood, too: sample names by region, appropriate backgrounds, tables of dark secrets, and NPCs to be patrons, acquaintances, or antagonists. The great supernatural powers are briefly described, allowing DM's and players to flesh out the details as they will.
The last section of the book is a brief summary of Jack's approach or "house rules" for running Krevborna in 5e. This is light enough that no OGL is required, but meaty enough that those versed in the 5e rules will know what he is doing. The strength of the system agnostic approach is this can be easily ported to old school simulacra or DungeonWorld or whatever.
In summary, I think this is a great setting, but also a great demonstration of a way to present a setting, and is well worth the price of purchase.
Thursday, February 15, 2018
The Azurth Digest is back--for A Limited Time
The first issue of the Azurth Adventures Digest print edition is back on sale! Twenty-eight full color pages at 5.5 in. x 7.75 in. with art by Jeff Call and Jason Sholtis. There are random tables for the generation of quirky Motley pirates, a survey of interesting and enigmatic islands, and a mini-adventure on the Candy Isle. Plus, there are NPCs and a couple of monsters, all straight from my Land of Azurth 5e campaign.
Go here for the print(+pdf) edition, while supplies last. If you only want the pdf, well, that's always available here.
Wednesday, February 14, 2018
Wednesday Comics: Valentine's Day
Romance comics were a pretty big thing back in the day, and all the major publishers (including Marvel and DC) did them, but none of those have been collected, so far as I know--and they probably wouldn't appeal to the readers of my blog in any case. Here are a few comics with romance as an element that might.
Deadman: The Dark Mansion of Forbidden Love puts DC's disembodied former aerialist in a gothic mystery with a hit of romance.
Scott Pilgrim In Toronto, slacker Scott Pilgrim tries to date a cool girl, but first he has to defeat league of her evil exs. You've seen the movie, now read the comic that inspired it.
Sex Criminals Suzanne and Jon bond over an unusual trait they both share--their orgasms stop time! They decide to use this unusual ability to rob banks...
Wonder Woman: The Golden Age Vol. 1 Wonder Woman lives Paradise Island to bring love and peace to Man's World with her beau Steve Trevor. She seems to get into a lot of predicaments involving bondage.
Deadman: The Dark Mansion of Forbidden Love puts DC's disembodied former aerialist in a gothic mystery with a hit of romance.
Scott Pilgrim In Toronto, slacker Scott Pilgrim tries to date a cool girl, but first he has to defeat league of her evil exs. You've seen the movie, now read the comic that inspired it.
Sex Criminals Suzanne and Jon bond over an unusual trait they both share--their orgasms stop time! They decide to use this unusual ability to rob banks...
Wonder Woman: The Golden Age Vol. 1 Wonder Woman lives Paradise Island to bring love and peace to Man's World with her beau Steve Trevor. She seems to get into a lot of predicaments involving bondage.
Monday, February 12, 2018
Justice is Like the Hawk
Looking for pawns in a contest with Kang the Conqueror, the Grandmaster decided to recreate members of the Crime Syndicate of America from an alternate Earth to fight the Avengers. He called his creations the Squadron Sinister. The current Owlman in the world of the Crime Syndicate was Bruce Wayne, the son of Thomas Wayne, jr., the eldest son of Thomas and Martha Wayne. This Bruce Wayne had no exact counterpart on the Earth of the Avengers, but privileged, scion of wealth, Kyle Richmond had the same mother (or technically, her alternate Earth counterpart) and the same arrogance and sense of entitlement.
The Grandmaster manipulated Richmond into assuming the identity of Owlman and partnered him with his Ultraman and Power Ring doubles. The Avengers defeated the Squadron, though Grandmaster ultimately out-maneuvered Kang. The game finished, the Grandmaster left the Squadron to their own devices. Owlman continued as a criminal for a time, but ultimately turned against his fellow Squadron members when they sought to aid the alien Nebulon in melting the polar ice caps. He alerted the Defenders and joined them in battle against his former allies.
Richmond’s heroic actions nearly cost him his life, but he was saved by the Defenders and granted “membership” in their (non-)team. Turning his back on his old life, he took the name Nighthawk after the masked crimefighter of the Old West, a hero of his youth. The road to reform wasn’t easy for Richmond, he faced legal troubles and the ghosts of his past. Ultimately, he died defeating a plot to precipitate World War III by a psychic attack on the Soviet Union.
Only a few years after his death, another young man would take up the identity of Nighthawk and form a new iteration of the Teen Titans. This was Dwayne Taylor, whose parents had been killed by white supremacists, whose group, ironically, was being supported by Richmond’s own company without his knowledge.
Weird Revisited: The Wonderbuss
This post originally appeared in February of 2011. It will show up in a couple more Weird Adventures posts after that...
Magical blunderbuss-type firearms were used by some wealthy Dwergen in their early conquest of the Strange New World. The weapons gave these sorcerously inept folk help against the shamans of the Natives and the thaumaturgists of rival Grand Lludd. Today, these antiques sometimes find their way into the hands of adventurers--in this world, and perhaps others.
Though they were manufactured in a variety of styles, they’re all muzzle-loading weapons with short, large caliber barrels and flared muzzles. They all can fire relatively normal projectiles of appropriate size (provided there is gun powder) , but their real power lies in specially designed spherical ammunition called “shells.” Interestingly, it appears likely that it was the prior existence of these magical shells which spurred the development of the gun, and not the other way around. No one knows who originally designed the shells, nor for what weapon.
Thaumaturgists (with alchemical aid) can manufacture new shells, but the process is tedious and expensive, so they tend to be rare. Sometimes, a supply is found in Ancient ruins or even other planes. The shells are classified by number, which denotes their effect. All shells of the same number historically tend to be of similar appearance, and modern manufacturers have kept with this tradition. Shells don’t not require gunpowder.
Magic Blunderbuss (Wonderbuss)
Dmg: 1d10 or special; Rof: 1/2 ; Range: 50’/100’/300’
Shells: (all spell references per the SRD)
#1: appears to be a lead ball, but too light for its apparently size. +1 weapon; Dmg. 1d12. These are 80% of all shells found.
#2: brass-appearing. Casts two shadows, one distinct the other shimmering like heat-haze. Leaves a fiery streak when fired. 4d6 fire damage.
#3: appears to be a steel sphere etched with three 7-pointed stars. +2 to hit, 2d8 points of damage. These are 5% of shells found.
#4: glass, containing a roiling green liquid. On a successful strike creates an Acid Fog as per spell.
#5: glass, faintly glowing and warm like the mantle of a lantern. Acts as the spell Sunburst, though it misfires on a roll of 1-2 on 1d6, and only does 1d10 damage.
#6: smoked glass. Faint moans can be heard within. Target’s soul is imprisoned on sucessful hit as per Magic Jar.
#7: silver and etched with glyphs which seem to shift when its not being watched. 1d10, deals double damage to lycanthropes, and extraplanar beings of evil. These are 5% of shells found.
#8: white, with the look of fine china, cool to the touch. Explodes for 5d6 damage in a 20 ft. radius. Sleeping near (2 ft.) of one of these shells has a 75% chance of causing a ringing in the ears (leading to a penalty for rolls to detect things by hearing) lasting 1-4 days after removal of the shell from that distance. Wrapping the shell in cloth will prevent this effect.
#9: appears as a flawless sphere of obsidian. Acts as a Sphere of Annihilation, though it can’t be moved, and exists only for 1 round before winking out.
Some scholars believe that more shell types are yet to be discovered.
Magical blunderbuss-type firearms were used by some wealthy Dwergen in their early conquest of the Strange New World. The weapons gave these sorcerously inept folk help against the shamans of the Natives and the thaumaturgists of rival Grand Lludd. Today, these antiques sometimes find their way into the hands of adventurers--in this world, and perhaps others.
Though they were manufactured in a variety of styles, they’re all muzzle-loading weapons with short, large caliber barrels and flared muzzles. They all can fire relatively normal projectiles of appropriate size (provided there is gun powder) , but their real power lies in specially designed spherical ammunition called “shells.” Interestingly, it appears likely that it was the prior existence of these magical shells which spurred the development of the gun, and not the other way around. No one knows who originally designed the shells, nor for what weapon.
Thaumaturgists (with alchemical aid) can manufacture new shells, but the process is tedious and expensive, so they tend to be rare. Sometimes, a supply is found in Ancient ruins or even other planes. The shells are classified by number, which denotes their effect. All shells of the same number historically tend to be of similar appearance, and modern manufacturers have kept with this tradition. Shells don’t not require gunpowder.
Magic Blunderbuss (Wonderbuss)
Dmg: 1d10 or special; Rof: 1/2 ; Range: 50’/100’/300’
Shells: (all spell references per the SRD)
#1: appears to be a lead ball, but too light for its apparently size. +1 weapon; Dmg. 1d12. These are 80% of all shells found.
#2: brass-appearing. Casts two shadows, one distinct the other shimmering like heat-haze. Leaves a fiery streak when fired. 4d6 fire damage.
#3: appears to be a steel sphere etched with three 7-pointed stars. +2 to hit, 2d8 points of damage. These are 5% of shells found.
#4: glass, containing a roiling green liquid. On a successful strike creates an Acid Fog as per spell.
#5: glass, faintly glowing and warm like the mantle of a lantern. Acts as the spell Sunburst, though it misfires on a roll of 1-2 on 1d6, and only does 1d10 damage.
#6: smoked glass. Faint moans can be heard within. Target’s soul is imprisoned on sucessful hit as per Magic Jar.
#7: silver and etched with glyphs which seem to shift when its not being watched. 1d10, deals double damage to lycanthropes, and extraplanar beings of evil. These are 5% of shells found.
#8: white, with the look of fine china, cool to the touch. Explodes for 5d6 damage in a 20 ft. radius. Sleeping near (2 ft.) of one of these shells has a 75% chance of causing a ringing in the ears (leading to a penalty for rolls to detect things by hearing) lasting 1-4 days after removal of the shell from that distance. Wrapping the shell in cloth will prevent this effect.
#9: appears as a flawless sphere of obsidian. Acts as a Sphere of Annihilation, though it can’t be moved, and exists only for 1 round before winking out.
Some scholars believe that more shell types are yet to be discovered.
Sunday, February 11, 2018
Random Paths from the Crossroad of Worlds
In Incredible Hulk #300, Dr. Strange tried to get read of the menace of the Hulk (who was in one of his brutish menace periods) but banishing him to another dimension. The Hulk ended up at the Crossroad of Worlds in a trippy, Ditko-esque space. Throughout the next 313 issues, he went to a number of weird worlds. The details of these worlds would make interesting places to visit in a fantasy rpg, but the brief, descriptive names given to the them by the folks at the Marvel Universe Appendix are in many ways even better for just getting the creative juices flowing.
Here's the list made into d30 random table (I had to add one to the end to get 30):
- Crossroad of Worlds (choose a path, roll again!)
- Acid Rain World
- Barren World
- Burning World
- Daniel Decyst's World
- Demon World of the N'Garai
- Desert World
- Devil World
- Frozen World
- Furry Blue People World
- Glob World of Floating Things
- Idol World
- Mist World
- Octopod World
- Paradise and the City of Death
- Poisoned World of Spine Creatures
- Purple Giant World
- Quicksand World
- Radiation Monster World
- Robot World
- Sky Shark World
- Swamp World
- Toad World
- Vacuum World
- War World
- Underwater World
- Wind World
- Yellow Dwarf World
- Purple World of Exile
- Chiming Crystal World
Friday, February 9, 2018
Obscured Vision (Reprise)
In 1918, Alistair Crowley made contact with an entity he called “Lam.” Crowley drew a picture of Lam, and much has been had made of its passing resemblance to the popular image of the “Grey” extraterrestrial, but that vision of Crowley’s also resembles another Vision, the first super-being called by that name in the 1940s. Timely Comics gives us three different origins for this Vision, perhaps revealing three different occasions he made contact with our world. The only one of these that is verified is the assertion that, on at least one occasion, Dr. Enoch Mason’s “Dimension Smasher” brought him to Earth. We suspect this is true, because Dr. Saul Erdel, a one-time colleague of Mason’s, had a similar thing happen when operating a related device some fifteen years later.
With his “Dimension Smasher,” Mason was doing further work in the field pioneered by Tillinghast. Mason seems to have breached a place called “Smoke World” in older texts, which is otherwise known as the Still Zone ( and maybe the Phantom Zone. And/or Immortus’ Limbo). From this realm emerged a Martian from the distant past. A Green Martian, more precisely, a descendant of exiled Skrull Eternals. This Green Martian was a lawman named Roh’Kar.
Roh’Kar’s task was to monitor the White Martin criminal exiles in the Still Zone. He had noticed periodic “soft places” permeable to (from his perspective) future spacetime coordinates, localized to Thu’ulca’andra (Sol III). Roh’Kar, following protocol, made what contact was necessary to shore up the breaches, but did not reveal his true origins. Indeed, he cloaked himself in mysticism and altered his form for purposes of misinformation. (When actively pursuing a criminal decades later, he would be more forthcoming when enlisting the aid of Batman.) He was a lawman through and through, however, and could not resist helping to bring criminals to justice during his visits to earth.
Some accounts suggest Roh’Kar escaped the plague that killed most of his people, but was captured and held captive by the U.S. government.
Obscured Vision
Even allowing for the fact that he is prone to mental instability, Ultron’s plan regarding the Vision seems needlessly complicated and poorly thought out: he creates a super-powered android with uncontrollable human memories and sends him to destroy the Avengers, knowing he probably won’t do it, but instead lead the heroes back to Ultron, so he could destroy them? He never even seems to have considered the sudden betrayal that seems virtually inevitable between artificial beings and their creators (the unstated Finagle’s Law of Robotics), and he of all beings certainly should have! Still, it is quite possible that this plan wasn’t as inane as it seems, and that it wasn’t even Ultron’s.
At one time, it was believed that Vision was constructed from the damaged body of the original, android Human Torch. This origin was cast into doubt later, though Immortus revealed that he had created a temporal duplicate of the Human Torch, which became the Vision. Immortus’ general duplicitousness is enough reason to doubt his word--and in fact, he is lying, for inscrutable reasons of his own. The android body that the Mad Thinker directs Ultron to resembles the Human Torch, but is in fact a creation of the Manhunters.
The Manhunters were the first attempt by the Guardians of the Universe to create a cosmic police force. “Many light years away from possibility of corruption, grey and calm with inflexible authority,” the robotic Manhunters' narrow and pitiless view of justice came to trouble their creators. When the Guardians tried to rein in the Manhunters, the enforcers decided their masters were corrupt, too. The Manhunters' rebellion was put down, but they were never fully eradicated. They went underground, forming the Cult of the Manhunters to infiltrate and subvert other cultures, to build a secret army for their eventual coup attempt against the Guardians.
The Manhunters wanted an agent on the Avengers and Ultron was a convenient dupe. The Mad Thinker was either their agent or another unknowing instrument.
Vision served ably within the Avengers, until contact with another Manhunter agent, the AI ISAAC, led to the activation of his secret programming. The Vision was defeated, but the fact remained he had seized control over the U.S. nuclear arsenal, and SHIELD was taking no changes. Vision was kidnapped and dismantled, and his memories wiped clean.
His teammates on the West Coast Avengers were allowed to retrieved him, but it would be sometime before he regained anything resembling his former personality.
Thursday, February 8, 2018
Incumbents are from Earth, Sivanas are from Venus
In September of 1936, all across America aircraft beginning dropping flyers proclaiming a new candidate for the highest office in the land. At the urging of her father, Beautia Sivana was running for President. Thaddeus Bodog Sivana planned to stage a coup once his daughter was in office. Hers was the most massive, multi-media, write-in campaign this country has ever seen. Her beautiful visage graced the covers of magazines and full page newspaper ads. Her captivating voice could be heard on radio addresses. Women were cool to her candidacy, but men were enthralled. Most men. Boy reporter, Billy Batson, wasn’t fooled one bit. His alter ego, Captain Marvel foiled the Sivanas’ plot and returned mad scientist and would-be president to Venus*, where Beautia would have to content herself with being Empress.
Ultimately, Beautia didn’t share her father’s devotion to evil and in fact pursued a career in social work upon her return to Earth, according to some accounts.
*Or what Sivana said was Venus. It is difficult to square the real planet with its depiction in this record.
Operation Unfathomable is Out
In case you missed it, Operation Unfathomable was released in pdf this week and is (as of this writing) number 1 on rpgnow. I can say that everybody in Hydra was excited to be involved in bringing this adventure out. I personally have played in the con game version, and it was a blast. I'm also honored that my somewhat Scooby-Doo homage logo made the cut and wound up gracing the final product.
The adventure has a great tone, like Shaver Mystery, 50s monster movies, and Jack Kirby Atlas monster comics. Get it now, before the rave reviews start rolling in, so you can have the satisfaction of knowing you got there before the crowd!
Wednesday, February 7, 2018
Wednesday Comics: Storm: The Hounds of Marduk
My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.
Storm: The Hounds of Marduk (1985)
(Dutch: De Honden van Marduk)
Art by Don Lawrence; script by Martin Lodewijk
Marduk, the Theocrat of Pandarve, is in a rage because he has been unable to relocate the Anomaly (i.e. Storm). Storm and his companions escaped Marduk's clutches and he hasn't seen them since. His palace staff has suffered his foul mood.
Suddenly, the Pearl of Pandarve begins to turn, meaning one of Marduk's hounds (or sleuth-hounds, as he sometimes says) has located the Anomaly. Sure enough, one of the round screens which are the hounds' vision has Storm in it.
Storm, Ember, and Nomad are in a tavern thousands of miles away. They have just negotiated the sale of Renter's ship, making enough money to buy some new clothes and weapons.
Nomad is bothered by the strange, dog-like creature that keeps staring at them. He pays the blind old beggar who appears to be its master to take the beast away. Meanwhile, another man in the bar has secretly recognized Storm as the Anomaly and plans to warn his men, but keep the anomaly in sight.
Our heroes move out into the street, but the dog (straining at his leash) is still intent on them. he drags his master into a collision with a passing palanquin. It's occupants are dumped on the ground. The rich man responds harshly:
Storm and his friends notice the commotion at the waterside. The hound is paddling for dear life. The beggar is underwater. Storm jumps in to try to save them. He manages to get the dog to safety, but he can't find the beggar's body.
Marduk, watches through the dog's eyes, pleased that his hound was saved. Storm tries to befriend the animal but at that moment Marduk summons the dog back and it runs off.
The three companions continue on their shopping excursion. They buy new clothing and new weapons. Ember worries their clothes look too good; they might attract robbers who think they are rich. Her words seem prophetic when they head down a narrow street to find a group of men blocking their path--and another blocking their retreat!
TO BE CONTINUED
Storm: The Hounds of Marduk (1985)
(Dutch: De Honden van Marduk)
Art by Don Lawrence; script by Martin Lodewijk
Marduk, the Theocrat of Pandarve, is in a rage because he has been unable to relocate the Anomaly (i.e. Storm). Storm and his companions escaped Marduk's clutches and he hasn't seen them since. His palace staff has suffered his foul mood.
Suddenly, the Pearl of Pandarve begins to turn, meaning one of Marduk's hounds (or sleuth-hounds, as he sometimes says) has located the Anomaly. Sure enough, one of the round screens which are the hounds' vision has Storm in it.
Storm, Ember, and Nomad are in a tavern thousands of miles away. They have just negotiated the sale of Renter's ship, making enough money to buy some new clothes and weapons.
Nomad is bothered by the strange, dog-like creature that keeps staring at them. He pays the blind old beggar who appears to be its master to take the beast away. Meanwhile, another man in the bar has secretly recognized Storm as the Anomaly and plans to warn his men, but keep the anomaly in sight.
Our heroes move out into the street, but the dog (straining at his leash) is still intent on them. he drags his master into a collision with a passing palanquin. It's occupants are dumped on the ground. The rich man responds harshly:
Storm and his friends notice the commotion at the waterside. The hound is paddling for dear life. The beggar is underwater. Storm jumps in to try to save them. He manages to get the dog to safety, but he can't find the beggar's body.
Marduk, watches through the dog's eyes, pleased that his hound was saved. Storm tries to befriend the animal but at that moment Marduk summons the dog back and it runs off.
The three companions continue on their shopping excursion. They buy new clothing and new weapons. Ember worries their clothes look too good; they might attract robbers who think they are rich. Her words seem prophetic when they head down a narrow street to find a group of men blocking their path--and another blocking their retreat!
TO BE CONTINUED
Monday, February 5, 2018
Weird Revisited: Apocalypse Under Ground
This post first appeared in March of 2012. It was the first of a series of 3 in this setting...
He could barely remember a life before the refugee camp. His family had fled there like the others when their village had been overrun. They were without his two sisters; they had been carried away to fill monsters’ cookpots, perhaps. While he spent his days begging for food to feed his family, the monsters took his father, too. Maimed and in constant pain, his father had died with the beak of some leech-thing in his arm—a drug sold to those without hope by agents of the mind-flayers.
If the cleric was to be believed, the monsters took his mother as well. Even then, boy that he was, he knew enough to be skeptical. The wasting sickness that claimed her seemed all too common in the conditions of the camp—gods know he’d seen it enough. The cleric, evangelizing among the refugees, had claimed it was a magical disease sent by the monsters. The clerics always blamed the monsters. Their gods were as hungry for monster blood as the monsters seemed for the blood of man.
The boy didn’t care about the truth. He found a makeshift club, beat some scavenged nails into it, and joined the new crusade. Down he went, with a few veterans but many more hollow-eyed youths, into the lair of the foes of man, into the underground. The boy had survived. He had watched most of the others die in horrible ways: cut down, rended, chewed, dissolved. He had survived.
That was years ago. He barely remembered how young he had been—how weak he had been. Wounds that would have been fatal before now healed within days. He was strong and fast. The underground changed you. The trick was not to change too much. Some scholars thought that many of the tribes of monsters had once been men, in ages past.
Those same sages said it had always been like this. When a civilization mastered enough magic to discover the undergrounds, the war started. Who built them, no one could say. All the beings fighting for them now were like babes crawling through a grand temple in search of a toy. They understood so little. They knew only that there was treasure to be had: the doors in the depths through which the most ancient monsters traveled, the magic they fought over, and the gold that drew the poor and the greedy.
He could barely remember a life before the refugee camp. His family had fled there like the others when their village had been overrun. They were without his two sisters; they had been carried away to fill monsters’ cookpots, perhaps. While he spent his days begging for food to feed his family, the monsters took his father, too. Maimed and in constant pain, his father had died with the beak of some leech-thing in his arm—a drug sold to those without hope by agents of the mind-flayers.
If the cleric was to be believed, the monsters took his mother as well. Even then, boy that he was, he knew enough to be skeptical. The wasting sickness that claimed her seemed all too common in the conditions of the camp—gods know he’d seen it enough. The cleric, evangelizing among the refugees, had claimed it was a magical disease sent by the monsters. The clerics always blamed the monsters. Their gods were as hungry for monster blood as the monsters seemed for the blood of man.
The boy didn’t care about the truth. He found a makeshift club, beat some scavenged nails into it, and joined the new crusade. Down he went, with a few veterans but many more hollow-eyed youths, into the lair of the foes of man, into the underground. The boy had survived. He had watched most of the others die in horrible ways: cut down, rended, chewed, dissolved. He had survived.
That was years ago. He barely remembered how young he had been—how weak he had been. Wounds that would have been fatal before now healed within days. He was strong and fast. The underground changed you. The trick was not to change too much. Some scholars thought that many of the tribes of monsters had once been men, in ages past.
Those same sages said it had always been like this. When a civilization mastered enough magic to discover the undergrounds, the war started. Who built them, no one could say. All the beings fighting for them now were like babes crawling through a grand temple in search of a toy. They understood so little. They knew only that there was treasure to be had: the doors in the depths through which the most ancient monsters traveled, the magic they fought over, and the gold that drew the poor and the greedy.
And no one—not goblins, not trolls, not dragons or men—was inclined to share.
Sunday, February 4, 2018
Babylon Berlin
I've been enjoying the German crime drama Babylon Berlin on Netflix. It's location and time period (the 1920s) is always one I've found interesting--and I have the old posts to prove it!
For some nonfiction recommends to make your cities even more decadent: Urban Decadence Made Easy.
Here's a post on the Weird Adventures analog of Weimar Berlin, Metropolis: Desolation Cabaret
Friday, February 2, 2018
Unfathomable Azurth
Following up on my Operation Unfathomable in other genres post, this was to be about how I would adapt Jason Sholtis' awesome adventure to my current setting, the Land of Azurth. But busy work week, baby, and all that... So instead, this is my brainstorming for what I what things the adventure makes me think would be good Azurth tweaks. I am thinking mostly of how I responded to it in play, which was a version in length like the Knockspell original, but with some elements closer to their final concept in the Hydra edition.
So, the Azurth version will muddy Jason's conception with Oz, Fleischer Studios cartoons (and possibly Cuphead), and different comic books than the ones that likely inspired Jason. The Operation Unfathomable Underworld will be a dangerous "wildernes" region of Subazurth.
First, off "Worm Sultan" makes me think of this guy from the The Yellow Knight of Oz, so he's in:
The final version has several types of dwarfs...
Then, there are some religious factions:
That's all I've got for now.
So, the Azurth version will muddy Jason's conception with Oz, Fleischer Studios cartoons (and possibly Cuphead), and different comic books than the ones that likely inspired Jason. The Operation Unfathomable Underworld will be a dangerous "wildernes" region of Subazurth.
First, off "Worm Sultan" makes me think of this guy from the The Yellow Knight of Oz, so he's in:
The final version has several types of dwarfs...
Then, there are some religious factions:
That's all I've got for now.
Thursday, February 1, 2018
Operation Unfathomable Cover Aprocrypha
During the Operation Unfathomable Kickstarter and run-up to publication, I did a number of cover mockups, as brainstorming and placeholder images. Here are some of those, most of which are unlikely to grace a product.
Remember these are mockups, not finished products. They were not complete in some cases.
First up, here's the Jason Sholtis artbook that was one of the stretch goals we didn't reach:
We thought about blacklight covers (or covers with the black vibe) for the DCC conversions:
Finally, here's an unused design for the Player's Guide recalling old Boy Scout merit badge pamphlets:
Wednesday, January 31, 2018
Season of the Witch
She and her coven contrived to bring a witch homeland into being through their actions in Salem village in Massachusetts in the late 17th century. The project is depicted in the television series Salem, albeit in a sensationalized and one-sided fashion. Mistakes were made, to be sure, and many of those could be blamed on Harkness’ son, who would begin calling himself Nicholas Scratch in mockery of the Puritans’ fear of the Devil. The Harknesses and their cover were forced to move on.
They found refuge in an isolated valley in the Rocky Mountains and founded the town of New Salem where they could live in peace. Once the town was well established, Agatha chose to return to the outside world, perhaps to search for other homo magi, perhaps to keep a closer eye on wider humanity. During World War II, she may have joined our magical practitioners in helping the Allies. She likely had a hand in helping to establish the national Council of Witches and Miss Robichaux's Academy in New Orleans to secretly nurture more attenuated homo magi bloodlines. Certainly, she would have checked in on the Spellmans, her descendants through her daughter, Abigail.
In her absence, Nicholas Scratch eventually took power. He fathered several children by several wives: those becoming the magically mutated individuals known as the Salem Seven, and at least one illegitimate child among another hidden sect of witches named Klarion Bleak. Eventually, Scratch and his children and followers in New Salem sought to move against Harkness. With the aid of the Fantastic Four he was defeated and vanished to another dimension, though he would continue to plague the Fantastic Four and his mother.
The settlement of New Salem does not survive the end of the 21st century. Its inhabitants will choose to join other homo magi refugees on the distant world of Zerox.
Wednesday Comics: X-Men Grand Design
X-Men: Grand Design is a mini-series, planned to last 6 issues, that is intended to weave the over 40 years of X-men publication history into a single, epic narrative. This bold perhaps even foolhardy task is undertaken by Ed Piskor, alternative comic artist, who has already authored another sprawling epic, the Hip Hop Family Tree.
Piskor's version begins with Namor's flooding of New York in the 1940s (setting the stage for mutant hysteria) and moves through the formative years of both Magneto and Xavier, before getting to the formative years of the X-men--and that's just issue one. This is no summary like Marvel Saga, but something more like comic book adaptations of the Bible. It's pretty condensed, but it's a genuine narrative. Piskor makes up very little. Instead he emphasizes certain elements and streamlines or omits others in the name of giving these stories by numerous creators with different visions a throughline. The incarnation of a new Phoenix Force host is a big thing that obviously didn't appear quite some early in the original comics.
The style of the comic is a fusion of an alternative comics sensibility with the decidedly retro that works. There are no glorious splash pages to drool over, though. This is all about the story.
Issues 1 and 2 are currently available.
Tuesday, January 30, 2018
Cult of the Cobra
On May 25, 1953, one of a pair of twins was stolen from a New Delhi hospital by the shadowy Cobra Cult. Twenty-three years later, Jeffrey Burr ruled the cult as Kobra, and had transformed it into an international subversive organization.
In the next few years, his organization would see even greater expansion in Western hemisphere and pose a sufficiently serious threat to American interests that a special task force would be created to deal with them. The unlikely architect of this success was a recent convert to the cause: A former car salesman turned con man and anti-government agitator who would become known as Cobra Commander.
The key to the future Cobra Commander’s success seems to have lain in his ability credibly speak to the desires of angry political fringe of whatever persuasion. He could recruit from the United Freedom Front, Black Spectre, Posse Comitatus or the Sons of the Serpent, or keep things ideologically light and bring in disaffected members of strictly criminal groups. Cobra Commander’s only certain belief personally seems to have been in brokenness of the current system, and in the power of fascist symbols and pageantry. He tossed the snake-scale costumes and robes for a more imposing, paramilitary vision. Given the Commander’s success, Kobra allowed it.
It was quite a rise, but in the end too high and too quick. Kobra would not share the throne. In the mid-eighties, barely a decade into his meteoric rise, Cobra Commander was assassinated at Kobra’s command.
Monday, January 29, 2018
Silver Metal Lovers
There is no doubt that Henry Pym is a scientific genius, but advanced robotics and artificial intelligence is far afield from biochemistry and biophysics. The achievements in those areas credited to him (for contractual reasons) in Marvel Comics are actually the work of his friend, William Magnus.
Magnus was of old Dutch New York stock and his family knew the van Dynes socially (perhaps even dating Janet) before he became a student of Janet’s father, Vernon. Magnus surpassed his mentor at young age, had developed intelligent robots, the Metal Men, had an impressive list of patents and government contracts, and an advanced laboratory complex while Hank Pym was still falling into anthills.
There had been robots before, certainly, but Magnus was interested in his creations doing more than passing Turing’s test. He wanted emotive machines, something truly animate. Magnus was an esotericist as well as a man of science, and his theories on emotion were an odd mixture of alchemy and psychodynamics. He brought forth the traits than were already in the metal, he said. His nuclear-powered Philosopher’s Stones, the responsometers, were an attempt to model the mind or soul more than the brain. One of his Metal Men, Tina, made with platinum responses, fell hopelessly in love with him. For reasons conscious or unconscious, Magnus always told her this meant her responsometers were faulty.
For his second series of robots, he tried encoding the psyche of a human as a substrate. Ultron would be birthed from Hank Pym’s brow. This robot was self-evolving, and he transformed himself into an Oedipal monster who wished to kill Pym so it could have Janet van Dyne. Ultron’s reproduction has become almost viral. So many iterations have existed and become separate lines of evolution, he has proved impossible to eradicate.
When Ultron decided to build his own wife, he had Magnus aid him (perhaps with brainwashing, perhaps not). He wanted Janet van Dyne’s soul in a robot body. He named that new being “Jocasta.” His psychocircuits had surpassed any human concern with irony. Jocasta was as unlucky in love as any of her predecessors, dying at the hands of Ultron just when she found her feelings requited by Machine Man.
Unfathomable Variations
The digital version of Operation Unfathomable is now in the hands of Kickstarter backers, inching us closer to the time when anybody will be able to buy it. Having played OU in a game run by its creators, I can attest to it being a solid adventure, and one I could see using in more contexts than just old school D&D. Jason's vision seems to be informed by pulp fiction (when the boundaries of science fiction and fantasy where not so clearly delineated), B science fiction movies, and comic books. While some traditionally-minded epic fantasy campaigns might need to do some tweaking to content and tone, their are other genres where it would work with about the same amount of effort.
Here's what I've come up with with just a little bit of thought:
Post-apocalyptic: Put the Underworld beneath a Gamma World or Mutant Future. The monsters become weird mutants or alien incursions. The Chaos becomes literal radiation, or some reality warping residue of the biggest super-weapon the ancients had. Or the malfunctioning drive of an immense alien saucer. Whatever.
Call of Cthulhu or similar Pulp Horror: Tweak the tone a bit, and Jason's Underworld is every bit as much a lurid place of weird menace as K'n-Yan or red-litten Yoth. It already Great Old Ones and their cults lurking around, too, though it would be easiest enough to substitute known mythos horrors like Eihort or Tsathaggua. Turning lurid up to ultraviolet, I invite you to contemplate the potential parallels with the Shaver Mysteries.
Superhero: This will seem the most unlikely of these suggestions, and it certainly won't be for all campaigns, but I would point to the Silver Age strangeness of Cave Carson (recently rebutted for modern psychedelic strangeness) and even the Mole Man and the various subterranean cultures of the Marvel Universe. Obviously, the parameters of the mission might be different, and the previous force that cleared the path the PCs followed, might will be the campaigns next major villain. (Or the original X-men to your team's New X-Men, if you get my Giant-Sized X-Men #1 drift). You might also want to Kirby up the monsters a bit, too.
Here's what I've come up with with just a little bit of thought:
Post-apocalyptic: Put the Underworld beneath a Gamma World or Mutant Future. The monsters become weird mutants or alien incursions. The Chaos becomes literal radiation, or some reality warping residue of the biggest super-weapon the ancients had. Or the malfunctioning drive of an immense alien saucer. Whatever.
Call of Cthulhu or similar Pulp Horror: Tweak the tone a bit, and Jason's Underworld is every bit as much a lurid place of weird menace as K'n-Yan or red-litten Yoth. It already Great Old Ones and their cults lurking around, too, though it would be easiest enough to substitute known mythos horrors like Eihort or Tsathaggua. Turning lurid up to ultraviolet, I invite you to contemplate the potential parallels with the Shaver Mysteries.
Superhero: This will seem the most unlikely of these suggestions, and it certainly won't be for all campaigns, but I would point to the Silver Age strangeness of Cave Carson (recently rebutted for modern psychedelic strangeness) and even the Mole Man and the various subterranean cultures of the Marvel Universe. Obviously, the parameters of the mission might be different, and the previous force that cleared the path the PCs followed, might will be the campaigns next major villain. (Or the original X-men to your team's New X-Men, if you get my Giant-Sized X-Men #1 drift). You might also want to Kirby up the monsters a bit, too.
Sunday, January 28, 2018
Boys of War
In 1941, after a few dedicated members of the Sentinels of Liberty (a patriotic youth organization and Captain America fan club) aided Bucky and Toro in defeating a group of would-be saboteurs in a Brooklyn shipyard, the United States government commissioned the formation of the “Young Allies,” a group of older youths that would help protect America’s shores against spies and saboteurs with there vigilance and prepare for military service should the need arise. A comic book was also commissioned that presented the boys in a more active role than they actually had (at least initially) and portrayed them as younger than they actually were for twofold propaganda purposes: to build support for war among young people and to ridicule the Axis powers by showing them defeated by children.
Not long after America’s entry into the war, members of the Young Allies were fighting overseas alongside Bucky and others, though their activities were directed more for publicity and propaganda purposes than military effectiveness. This “Boy Commando” unit (as it came to be called) was officially made up of boys of minimum legal military age. In fact, most were between 14 and 16, and conspicuously, all were orphans. This group allowed members from allied countries, including two from nations under German occupation.
Beyond the fictionalized incidents presented in comic books, a full accounting of the activities of these brave boy commandos has ever been given.
Weird Revisited: In the Belly of the Beast
This 2012 post on the hunting and uses of the leviathan didn't make it into Weird Adventures.
Leviathans are perhaps the largest and most mysterious denizens of the ocean depths. These gigantic creatures dwarf both whales and reptilian sea serpents. Their name in the gurgling language of the sea devils translates roughly as “monster-thing stronger than even the gods.” Despite their great size, the creatures are seldom seen, and carcasses are rarer still.
Some have suggested that the size of leviathans is impossible and therefore indicative of a magical nature. It has been theorized that the creatures' rarity is a by-product of the fact that they actually swim through the etheric substructure of reality, only passing through the physical world’s oceans incidentally.
The discovery of a leviathan carcass always instigates a mini-”gold rush.” The flesh and bone of the beast are of interest to alchemists (synthetic insulating blubber was an outgrowth of study of the leviathan) and thaumaturgists who use various leviathan parts for spell materials. Leviathan ambergris can be used to make perfumes and colognes easily infused with charm or suggestion properties. It’s also a psychoactive and can be smoked to produce a euphoric effect and intense sexual desire that in some individuals manifests a a mania lasting 10 x 1d4 minutes.
Less scientifically minded individuals hope to salvage treasure swallowed by the leviathan in its journeys. Whole ships laden with cargo are sometimes found (this is facilitated by the fact that internally leviathans are cavern-like, evidencing a strange paucity of organs). The loot-minded must be wary, however. Strange miasmas are sometimes produced inside a dead leviathan that can cause death or mutagenic effects on the unprotected.
Leviathans are perhaps the largest and most mysterious denizens of the ocean depths. These gigantic creatures dwarf both whales and reptilian sea serpents. Their name in the gurgling language of the sea devils translates roughly as “monster-thing stronger than even the gods.” Despite their great size, the creatures are seldom seen, and carcasses are rarer still.
Some have suggested that the size of leviathans is impossible and therefore indicative of a magical nature. It has been theorized that the creatures' rarity is a by-product of the fact that they actually swim through the etheric substructure of reality, only passing through the physical world’s oceans incidentally.
The discovery of a leviathan carcass always instigates a mini-”gold rush.” The flesh and bone of the beast are of interest to alchemists (synthetic insulating blubber was an outgrowth of study of the leviathan) and thaumaturgists who use various leviathan parts for spell materials. Leviathan ambergris can be used to make perfumes and colognes easily infused with charm or suggestion properties. It’s also a psychoactive and can be smoked to produce a euphoric effect and intense sexual desire that in some individuals manifests a a mania lasting 10 x 1d4 minutes.
Less scientifically minded individuals hope to salvage treasure swallowed by the leviathan in its journeys. Whole ships laden with cargo are sometimes found (this is facilitated by the fact that internally leviathans are cavern-like, evidencing a strange paucity of organs). The loot-minded must be wary, however. Strange miasmas are sometimes produced inside a dead leviathan that can cause death or mutagenic effects on the unprotected.
Friday, January 26, 2018
The Day It All (Didn't) Happen
We do not live in one of those universes where a teenage president was elected and set everything right, at least for a time. No youthful wave managed to get the Constitution amended so that eighteen year-olds could run for the highest office in the land. There was no teen President, but there was a Prez Rickard.
The young man from Steadfast who made the clocks run on time did spark a national movement. A protest, a bit of political theater, aimed at what he viewed as the corrupt system. Prez went through all the motions of running for president on a campaign of truth and love, just without officially being able to run.
He had been a legal candidate for a local office, hand picked by Boss Smiley who may have been a literal avatar of the political machine. At the very least, Boss Smiley represented it. Youth was the wave of the future, and he had the foresight to want to catch that wave for his own purposes.
Prez went around him and ran straight for the presidency. He named his mother his running mate (she had named him Prez, after all), and said he would appoint that shaman and amateur naturalist, Eagle Free as head of the FBI. He would not be shackled by the forces of Old and Evil.
They tried to stop him, of course. Years before they resorted to the madbomb to sweep the vestiges of democracy away, the Elite went after the Prez. Supergirl saved him from an assassin employing high technology and black magic. The Establishment meant business.
Everything came to a head in August of 1968. The Prez and his followers were in Chicago along with other youth activists. They held their own nominating convention where the Prez beat out Pigasus the Pig, who gave a gracious concession speech through his spokesman. Many historians cite the refusal of the Democratic Party to allow Prez to speak at the national convention as pivotal cause in the escalation of the protests and a factor in the violence that followed.
Big Heads
At the height of the Cold War, there was a strange arms race going on: the creation bio-computers via massive craniocererbal enlargement. The best evidence suggests that this unusual research began in China. Its first publicly known product was the Chinese agent and scientist codenamed in the West “Egg Fu” but in China (perhaps) known as Chang Tzu. Chang Tzu came to the attention of the U.S. government in the mid-60s when he was the leader of a military research installation on Oolong Island. The xenophobia of American comics in that era led to him being depicted as a ridiculous Yellow Peril caricature with a Charlie Chan speech pattern. The truth is that only the intervention of Wonder Woman stopped him from launching a deadly attack against the United States.
Wonder Woman later encountered a similar being who the comics called “Egg Fu V.” Another called “Dr. Yes” (Egg Fu’s twin brother, reportedly) tried to kidnap Dr. Magnus and his Metal Man. It seems likely these individuals represent a refinement of their process, but may have also been a further evolution of Chang Tzu.
Sometime during Chang Tzu’s tenure on Oolong Island, information about the process that created him appears to have gotten into the hands of the subversive group known as Advanced Idea Mechanics. It is possible that U.S. intelligence agencies provided this information to AIM either with or without their superiors’ knowledge, as AIM was at that point a branch or splinter group of HYDRA, who had heavily infiltrated the U.S. government. In the project dubbed “MODOC” (acronym for Mental Organism Designed Only for Computing), AIM experimented with the Chinese procedure and ultimately subjected a technician named George Tarleton to process.
Their hope was to create a computer capable of comprehending the Cosmic Cube, which they had recently created with recovered alien technology. Soon after the Tarleton-MODOC came online, he killed his creators and took control of the organization. He renamed himself MODOK (Mental Organism Designed Only for Killing). MODOK controlled AIM for years, but was ultimately ousted due to the organization’s dissatisfaction with its lack scientific progress as he pursued increasingly personal vendettas against various members of the superhero community.
Perhaps as a contingency against MODOK, AIM agents within the Soviet military worked to give the Soviet’s their own bio-computer. SODAM (Specialized Organism Designed for Aggressive Maneuvers) later MODAM (Mental Organism Designed for Aggressive Maneuvers) was the result. The female agent originally claimed to be Maria Trovaya, Henry Pym’s supposedly deceased first wife, but this may have been psychological warfare. Later, she was identified as Olinka Barankova. Her allegiances were always murky, and with the collapse of the Soviet Union, MODAM dropped any pretense of working for anyone other than AIM.
Thursday, January 25, 2018
Further (or Furthur) Misadventures of a Battlin' Bowman
By 1964 and the age of 21, Clint Barton, the orphaned son of the original Green Arrow, had been a carnival performer, a criminal, and a superhero. Now he wasn’t feeling so super. What was a guy who was good with a bow and arrow compared to a thunder god or the living symbol of America? The drugs didn’t help. It was marijuana, mostly, but some Dexedrine, too (ironic that it was his older brother with the heroin habit who would use the name “Speedy” for a time). At the Peppermint Lounge, he met a go-go dancer and sometime model with similar hobbies. She called herself Athena Tremor and claimed to be the daughter of Wonder Woman. Given Barton’s experiences, that seemed vaguely plausible, thought he didn't much care.
Around the time of the World’s Fair, the two met Ken Kesey and Merry Pranksters out from California. In that group was Merryman, Myron Victor, who claimed to be the illegitimate son of the Patriot, but may actually have been the child of the 50s Captain America, William Burnside. In any case, Merryman was the leader of a Situationist superhero performance art troupe. Barton and Tremor joined in as "White Feather" and "Dumb Bunny," respectively, and the group began calling themselves the Inferior Five.
The two followed the Pranksters back to California. The Inferior Five were San Francisco’s unofficial and ineffectual protectors for a few years, but they were done before the Summer of Love.
Barton was on his own again. He looked up his old flame Natasha Romanov but found her living with another man—another superhero. He headed out into the Arizona desert with a young Native American named Eagle Free and a whole lot of mescaline to find the Miracle Mesa. Later, he would claim to have astrally projected to the Old West and met Two-Gun Kid and other famous gunslingers. Back to California.
Stoned out of his mind on a sail boat to Catalina Island, he fell overboard. Waking up the next morning on some small island, he ironically and unknowingly almost recapitulated one of the comics' fictional origins for his father. Using an improvised bow, he subdued a small group of fairly intoxicated drug smugglers who had otherwise refused to help him get off the island and threatened him with violence. He commandeered their boat (and a bit of their stash) and returned to the mainland, where he alerted the authorities to their location.
Then he got a haircut and called the lawyers for his father's estate. The island interlude and slapdash heroics was just what he needed to get him back in the game.
A new Green Arrow, sporting a van dyke and a new attitude would soon emerge.
Azurth-dex 2018
As I anticipate my Land of Azurth 5e game resuming next month, it seemed like a good time to do another index of Azurth posts. Entries new since the March 2017 indexing are noted.
I've left off posts just updating work on Azurth projects and post-adeventure right up posts.
An Azurth Creature Catalog (through 2015) and playable races from 2014.
Creatures/races/hazards since then:
Alchemical Dwarves
Arthropods from Nowhere
Bad Seeds
Cosmic Cat
Faeborn of Virid
Frogacuda (new)
Giants of Azurth
Goblinic Slime
Heap
Mighty, the (new)
New Azurthite Races (new)
The PCs in the 5e game (new)
Random Motley Pirate Captains (new)
Subelementals
Shooting Star Folk
Stork of Azurth (new)
Places/Things:
Along (the Yellow) River
Big Fin (new)
Castle Machina
Deodand, Leprous
Geographic Highlights of Yanth Country
Islands in the Boundless Sea
Lardafa, the Beggar City
Mondegreen's Mixed Up Magics (new)
Motley Isles
Murk (new)
Night of Souls
Noom
Paper Town
Prismatic Hole (new)
Rabbit Folk Eggs (new)
The Stone Sages
Troglopolis
Virid
Cultures/People:
Mad Mirabilis Lum
Mysteriarchs of Zed
People of Azurth (NPCs)
Velocipede Gangs
Unusual Denizens of Azurth
Wizards of Troglopolis
Witch-Queen of Noxia
And an overview.
I've left off posts just updating work on Azurth projects and post-adeventure right up posts.
An Azurth Creature Catalog (through 2015) and playable races from 2014.
Creatures/races/hazards since then:
Alchemical Dwarves
Arthropods from Nowhere
Bad Seeds
Cosmic Cat
Faeborn of Virid
Frogacuda (new)
Giants of Azurth
Goblinic Slime
Heap
Mighty, the (new)
New Azurthite Races (new)
The PCs in the 5e game (new)
Random Motley Pirate Captains (new)
Subelementals
Shooting Star Folk
Stork of Azurth (new)
Places/Things:
Along (the Yellow) River
Big Fin (new)
Castle Machina
Deodand, Leprous
Geographic Highlights of Yanth Country
Islands in the Boundless Sea
Lardafa, the Beggar City
Mondegreen's Mixed Up Magics (new)
Motley Isles
Murk (new)
Night of Souls
Noom
Paper Town
Prismatic Hole (new)
Rabbit Folk Eggs (new)
The Stone Sages
Troglopolis
Virid
Cultures/People:
Mad Mirabilis Lum
Mysteriarchs of Zed
People of Azurth (NPCs)
Velocipede Gangs
Unusual Denizens of Azurth
Wizards of Troglopolis
Witch-Queen of Noxia
And an overview.
Wednesday, January 24, 2018
Stray Bullets
Unless he didn’t. In 1938, Dr. Thomas Holloway was tending a dying, elderly man who claimed to be the Two-Gun Kid. He seemed to know the future. He bequeathed Holloway a mask and a pair of six guns. Holloway would use these to become the vigilante called the Angel.
Two-Gun Kid visited the future at least twice, becoming an Avenger. Perhaps his timeline is as branched as Kangs? Here he went out in the blaze of gunfire, there he died in bed, there he visited his own grave, seventy years after his death.
Jonah Hex’s fate is more certain. Maybe. He was shot and killed by the coward George Barrow while playing cards in Cheyenne in 1904. Barrow opened fire with a shotgun while Hex fumbled with his glasses. His body was stolen by an unscrupulous wild west show promoter who had it stuffed and put on display.
Jonah Hex visited the future, too. Stolen from the year 1875 (or more likely 1878), he spent years in a nuclear war ravaged future. He also met the Justice League as a member of a group picked by the Lord of Time. Is it possible then, that the Jonah Hex whose stuff body was displayed in the Frontier City Amusement Park in Laramie, Wyoming, as late as 1987 (Hex had seen it himself in storage in the 2050s), was not Jonah Hex but an imposter? Hex knew the future needed a body, but did it need to be his body? Just who was George Barrow, really?
Wednesday Comics: Daredevil
Since about 1983, seems like everybody's Daredevil run has include angst, Catholicism, and probably ninjas and the Kingpin. There was a time before Frank Miller's seminal run where Daredevil wasn't like that. Where he smiled and fought guys like Stilt-Man. (Yes, Stilt-Man appeared in the Miller run, too. No need to tell me.)
Enter Mark Waid, who brings that more standard superhero sensibility back to Daredevil without jettisoning the character's history. The idea is that the reveal of Daredevil's secret identity (in a previous run) has not be completely refuted, leaving Matt Murdock too infamous to try cases in court. Instead, he coaches people no one else will represent to represent themselves, while solving the problem that makes it so hard for them to get a lawyer as Daredevil (because it always seems to involve super-villainy!).
In addition to restoring more of a early Bronze Age Daredevil, Waid also avoids the serious decompression that is too common in modern comics. Most of these cases take two issues. "B Plot" runs through the background, but it's along the lines of a network TV drama in terms of complication.
The art by Paolo Rivera and Marcos Martin is great, too. They really try to find visual ways to represent his super-senses, which is not completely new to Daredevil, but appreciated.
Volume 1 contains issues 1-6. There's also an omnibus of the Waid run if you feel like going all in.
Tuesday, January 23, 2018
Whom Gods Destroy
Later she would claim to be named for a "cosmos-slithering dragon of interstellar legend" the hyper-Jormungandr of the time before the Old Gods died, but at first she called herself "Madame MacEvil." It had the ring of the menaces born in the fires of Apokolips: just ask Granny Goodness, Doctor Bedlam, or the Deep Six. Cosmic evil advertises and cares not if you think it banal. Madame McEvil, Moondragon, was not on the side of Apokolips, though. She mimed the madness of its minions as a sort of sympathetic magic, a way to bring down the dread Darkseid himself.
Or maybe she had just gone crazy. Being a mortal raised in a austere monastic tradition of the gods can do that. You cannot gaze upon the glory of Supertown and remain unchanged. Ask the boy who sampled the Forever Peoples' cosmic capsules.
Monday, January 22, 2018
"She Could Be You!"
That was the tagline on the later issues of the comic book based loosely on her adolescence and young adulthood that ran from when the actual Patsy Walker was barely in her teens until she was in her 30s. Her real life was far stranger than the fiction with time as a superhero, a second marriage to the literal son of the Devil (or a devil), mental illness, and then suicide (and then resurrection).
Viewed through the lens of the comics, Walker (who first appeared on the teen scene in the 40s) was a twenty-something when she and her best friend were at the front of the crowd to see Reed Richards and Susan Storm emerge as a married couple. In reality, she was in her early thirties, married, and dealing with an abusive husband. Buzz changed in Vietnam the comics said, but Vietnam was yet to come. Buzz's first war was Korea, and the truth is he didn't change much.
Buzz Baxter was mostly a nonentity in the Patsy Walker comics, but never one to let is girlfriend get the limelight ahead of him, Buzz had inked a deal for a comic based on him, too. Buzzy was even less truthful and only lasted half as long.
A chance meeting with the Beast would turn the abused housewife into a superhero, divorce Buzz Baxter, and expose corruption within the military contractor Brand Corporation. The early sixties were a different time.
Weird Revisted: Release the Hounds
This post from 2011 was one of a series on planar related stuff for the Weird Adventures setting. None of it saw publication other than on the blog..
Chronos hounds, or temporal hounds, are extradimensional beings who sometimes hunt the Prime Material Plane. Some ancient tomes hold that these creatures are benevolent, and defend causality and stability against horrors form outside spacetime. Observed behavior of chronos hounds is ambiguous at best, and those who may encounter them are urged to caution.
From a distance, a chronos hound has the silhouette of a large, lean dog. A closer look reveals that the body of the creature is actual more like a human's, perhaps specifically an androgynous youth's, twist and stretched to conform to a canine’s basic arrangement. It's front paws, for example, are slender, human-like hands. The heads of the hound is always blurred and indistinct, as if in constant motion, but there is the suggestion of toothy, canine jaws, and glowing eyes. Hounds appear to be able to speak by telepathy, but also make a garbled sound like the cough and growls of a pack of dogs, as if heard at the other end of long and empty hallway. Their skin is hairless, and the faintly luminescent blue-white of moonlight.
Only in the past decade, has metaphysics developed the proper theoretical framework to understand the chronos hounds--and even now those theories remain controversial. The most brilliant minds in the City hold the hounds to be a wave function which only observation causes to collapse into the form of the creatures described above. Thaumaturgic investigation suggests they serve an eikone called Father Time, or are perhaps extensions of his will. They act to prune "streams" of time and possibility--making reality from probability--toward some inscrutable purpose.
# Enc.: 1d6 (1d6)
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 4
Attacks: 1 (bite),
Damage: 1d6
Save: F4
Chronos hounds are only visible if they choose to be, prior to acting. Only some rare circumstance keeps a first attack from being by surprise. Their actions in this plane have a stuttering appearance, as if they are teleporting short distances rather than moving normally. Chronos hounds reduced to 0 hit points disappear entirely. Chronos hounds are able to pass through (or around) any physical barrier--or indeed temporal barrier. A combat with them may begin one day, only to have them break off the attack, and re-appear months or even years later. A first encounter with a chronos hound, maybe not be the true first encounter, from the perspective of the creature's timeline. Whatever subjective amount of time appears to pass in combat with them, 1d100 minutes have based for the world external to the combatants.
The greatest enemies of the chronos hounds are the achronal hyperbeasts, which they will fight to the death when they encounter them. Thankfully, these higher order dimensional monstrosities are seldom encountered on this plane.
Chronos hounds, or temporal hounds, are extradimensional beings who sometimes hunt the Prime Material Plane. Some ancient tomes hold that these creatures are benevolent, and defend causality and stability against horrors form outside spacetime. Observed behavior of chronos hounds is ambiguous at best, and those who may encounter them are urged to caution.
From a distance, a chronos hound has the silhouette of a large, lean dog. A closer look reveals that the body of the creature is actual more like a human's, perhaps specifically an androgynous youth's, twist and stretched to conform to a canine’s basic arrangement. It's front paws, for example, are slender, human-like hands. The heads of the hound is always blurred and indistinct, as if in constant motion, but there is the suggestion of toothy, canine jaws, and glowing eyes. Hounds appear to be able to speak by telepathy, but also make a garbled sound like the cough and growls of a pack of dogs, as if heard at the other end of long and empty hallway. Their skin is hairless, and the faintly luminescent blue-white of moonlight.
Only in the past decade, has metaphysics developed the proper theoretical framework to understand the chronos hounds--and even now those theories remain controversial. The most brilliant minds in the City hold the hounds to be a wave function which only observation causes to collapse into the form of the creatures described above. Thaumaturgic investigation suggests they serve an eikone called Father Time, or are perhaps extensions of his will. They act to prune "streams" of time and possibility--making reality from probability--toward some inscrutable purpose.
# Enc.: 1d6 (1d6)
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 4
Attacks: 1 (bite),
Damage: 1d6
Save: F4
Chronos hounds are only visible if they choose to be, prior to acting. Only some rare circumstance keeps a first attack from being by surprise. Their actions in this plane have a stuttering appearance, as if they are teleporting short distances rather than moving normally. Chronos hounds reduced to 0 hit points disappear entirely. Chronos hounds are able to pass through (or around) any physical barrier--or indeed temporal barrier. A combat with them may begin one day, only to have them break off the attack, and re-appear months or even years later. A first encounter with a chronos hound, maybe not be the true first encounter, from the perspective of the creature's timeline. Whatever subjective amount of time appears to pass in combat with them, 1d100 minutes have based for the world external to the combatants.
The greatest enemies of the chronos hounds are the achronal hyperbeasts, which they will fight to the death when they encounter them. Thankfully, these higher order dimensional monstrosities are seldom encountered on this plane.
Friday, January 19, 2018
When The (Star) Man Comes Around
Doomed planet. Desperate scientists. Last hope. Kindly couple.
Except that the planet of Daxam (or Dakkam in some dialects) wasn’t doomed, and the desperate scientist was wrong. He and his wife launched his last hope anyway, their son, just before government agents killed then. The tiny ship would carry this lost son of Daxam to earth where it crashed in the everglades. No kindly couple rescued the child, but he was safe there in the ship’s technological womb as he grew to physical adulthood over the next almost 20 years. When he emerged, he still had the mind of a child.
An encounter with the Man-Thing sent this strange visitor from another planet fleeing from the swamp. As fate would have it, he first encountered Superboy, Kal Kent, son of the original Superman. The alien clearly had abilities at a near Kryptonian level (in fact, the Daxamites maybe an offshoot of the Kryptonians), and Superboy assumed the newcomer was a refugee from that world. Remembering stories of his father’s encounter with the amnestic Halk Kar, Superboy called the alien “Mon-El” as his father had the last near-Kryptonian arrival.
Superboy lost track of “Mon-El” who eventually ended up in New York, just in time to encounter Ben Grimm leaving a showing of Five Fingers of Death. Grimm saved him from an attempted assassination by Daxamite agents. Ultimately, Grimm got the alien to Reed Richards who determined that Mon-El was sound of mind (though it was undeveloped) and that exposure to cosmic rays had altered his physiology in unforeseen ways, making him an energy dampener. He also noted lead levels building up within the alien’s system.
At Project PEGASUS (a military/industry partnership with the involvement of STAR Labs) for further testing, Mon-El encountered the Cosmic Cube, which sent him into a coma. When he emerged, he was no longer child-like. He was aware of who he was and his true name, Lar Gand. What’s more, he was spiritually transformed. He took the name Aquarian. He set out to wander the earth, bringing peace and enlightenment to the world. He gained something of a following, and more than one “spiritual program” arose in his name.
His ministry was cut short when lead poisoning began to kill him. Rather than some other form of suspended animation, he voluntarily chose exile in the Phantom Zone, hoping to bring some measure of peace to the criminals imprisoned there. He is said to have emerged again, after a millennium, a changed man, ready to embark on a new stage of his existence.
A Supers Campaign Idea from the Vaults
Re-organizing some old gaming stuff (i.e. moving from one closet to another). I came across a campaign intro document for a Mutants & Masterminds game I ran maybe 10 years ago. The idea was a universe where characters from virtually every comic book publisher existed in the same world and there was no "sliding timescale," so characters than first appeared in the 60s for example were in that era.
I don't have it in digital form anymore, but here's a scan of it:
I don't have it in digital form anymore, but here's a scan of it:
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